#include "main/texobj.h"
#include "main/texstate.h"
#include "main/texparam.h"
-#include "main/matrix.h"
#include "main/varray.h"
#include "main/attrib.h"
#include "main/enable.h"
/* Update draw buffer bounds */
_mesa_update_state(ctx);
+ if (ctx->Depth.Test) {
+ /* The blit path produces incorrect results when depth testing is on.
+ * It seems the blit Z coord is always 1.0 (the far plane) so fragments
+ * will likely be obscured by other, closer geometry.
+ */
+ return GL_FALSE;
+ }
+
if (!dst)
return GL_FALSE;
GLubyte *unpacked_bitmap;
GLubyte *a8_bitmap;
int x, y;
+ GLfloat dst_z;
/* We need a fragment program for the KIL effect */
if (!ctx->Extensions.ARB_fragment_program ||
}
/* Save GL state before we start setting up our drawing */
- _mesa_PushAttrib(GL_ENABLE_BIT | GL_TRANSFORM_BIT | GL_CURRENT_BIT |
+ _mesa_PushAttrib(GL_ENABLE_BIT | GL_CURRENT_BIT |
GL_VIEWPORT_BIT);
_mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT |
GL_CLIENT_PIXEL_STORE_BIT);
GL_ALPHA, GL_UNSIGNED_BYTE, a8_bitmap);
_mesa_free(a8_bitmap);
- _mesa_Viewport(0, 0, ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
- _mesa_MatrixMode(GL_PROJECTION);
- _mesa_PushMatrix();
- _mesa_LoadIdentity();
- _mesa_Ortho(0, ctx->DrawBuffer->Width, 0, ctx->DrawBuffer->Height, 1, -1);
-
- _mesa_MatrixMode(GL_MODELVIEW);
- _mesa_PushMatrix();
- _mesa_LoadIdentity();
-
intel_meta_set_fragment_program(intel, &intel->meta.bitmap_fp, fp);
_mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
ctx->Current.RasterColor);
intel_meta_set_passthrough_vertex_program(intel);
+ intel_meta_set_passthrough_transform(intel);
+
+ /* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */
+ dst_z = -1.0 + 2.0 * ctx->Current.RasterPos[2];
vertices[0][0] = dst_x;
vertices[0][1] = dst_y;
- vertices[0][2] = ctx->Current.RasterPos[2];
+ vertices[0][2] = dst_z;
vertices[0][3] = 1.0;
vertices[1][0] = dst_x + width;
vertices[1][1] = dst_y;
- vertices[1][2] = ctx->Current.RasterPos[2];
+ vertices[1][2] = dst_z;
vertices[1][3] = 1.0;
vertices[2][0] = dst_x + width;
vertices[2][1] = dst_y + height;
- vertices[2][2] = ctx->Current.RasterPos[2];
+ vertices[2][2] = dst_z;
vertices[2][3] = 1.0;
vertices[3][0] = dst_x;
vertices[3][1] = dst_y + height;
- vertices[3][2] = ctx->Current.RasterPos[2];
+ vertices[3][2] = dst_z;
vertices[3][3] = 1.0;
texcoords[0][0] = 0.0;
texcoords[3][1] = 1.0;
_mesa_VertexPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &vertices);
+ _mesa_ClientActiveTextureARB(GL_TEXTURE0);
_mesa_TexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &texcoords);
_mesa_Enable(GL_VERTEX_ARRAY);
_mesa_Enable(GL_TEXTURE_COORD_ARRAY);
CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
+ intel_meta_restore_transform(intel);
intel_meta_restore_fragment_program(intel);
intel_meta_restore_vertex_program(intel);
- _mesa_MatrixMode(GL_PROJECTION);
- _mesa_PopMatrix();
- _mesa_MatrixMode(GL_MODELVIEW);
- _mesa_PopMatrix();
-
_mesa_PopClientAttrib();
_mesa_Disable(GL_TEXTURE_2D); /* asserted that it was disabled at entry */
_mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture);